//////////////////////////////////////////////////////////////////////////////////
//	File Name:	SoundManager.h
//	Author	 :	Yuri Oyoko
//	Purpose	 :	Used for playing sounds and sound effects accross the game
//////////////////////////////////////////////////////////////////////////////////
#pragma once

class CSGD_WaveManager;

class SoundManager
{
private:
	float Timer;
	SoundManager();
	~SoundManager();
	SoundManager& operator=(const SoundManager&);
	CSGD_WaveManager*	WaveManager;
public:

	//Wepaon Sounds, made public
	//Pistol
	int PistolFireSound;
	int PistolReloadSound;
	int PistolEmptyClipSound;
	
	//Uzi
	int UziFireSound;
	int UziReloadSound;
	int UziEmptyClipSound;
	
	//AssaultRifle
	int AssaultRifleFireSound;
	int AssaultRifleReloadSound;
	int AssaultRifleEmptyClipSound;

	//Shotgun
	int ShotgunFireSound;
	int ShotgunReloadSound;
	int ShotgunPumpSound;

	//AutoShotgun
	int AutoShotgunFireSound;
	int AutoShotgunReloadSound;
	int AutoShotgunPumpSound;

	//Hunting Rifle
	int HuntingRifleFireSound;
	int HuntingRifleReloadSound;
	int HuntingRifleEmptyClipSound;

	static SoundManager* GetInstance();
	void Initialize();
	void Shutdown();
	void PlayASound(int SoundToPlay);
	void UpdateWeapon(float ElapsedTime);
};